Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews
Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers
Releases + Spoilers
Booster Sets (Original Series)
LOB |
MRD |
MRL |
PSV
LON |
LOD |
PGD |
MFC
DCR |
IOC |
AST |
SOD
RDS |
FET
Booster Sets (GX Series)
TLM |
CRV |
EEN |
SOI
EOJ |
POTD |
CDIP |
STON
FOTB |
TAEV |
GLAS |
PTDN
LODT
Booster Sets (5D Series)
TDGS |
CSOC |
CRMS |
RBGT
ANPR |
SOVR |
ABPF |
TSHD
STBL |
STOR |
EXVC
Booster Sets (Zexal Series)
GENF |
PHSW |
ORCS |
GAOV
REDU |
ABYR |
CBLZ |
LTGY
NUMH |
JOTL |
SHSP |
LVAL
PRIO
Starter Decks
Yugi |
Kaiba
Joey |
Pegasus
Yugi 2004 |
Kaiba 2004
GX: 2006 |
Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013
Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Marik
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon
Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler
Tournament Packs:
TP1 /
TP2 /
TP3 /
TP4
TP5 /
TP6 /
TP7 /
TP8
Duelist Packs
Jaden |
Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
Crow
Reprint Sets
Dark Beginnings
1
| 2
Dark Revelations
1 |
2 |
3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
DLG1
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7
Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7
Checklists
Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes
Anime
Episode Guide
Character Bios
GX Character Bios
Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)
Other
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game
Magic
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
This Space
For Rent
|
|
Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
|
|
Giant Trunade
- #MRL-048Return all Magic and Trap Cards on the Field to their respective owner's hands.
Card Rating
Advanced:
See Below
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed: Oct. 25, 2016
Back to the main COTD
Page
|
RCG |
Giant Trunade
I don’t know why Giant Trunade is still banned. The
game today is so monster-heavy that most top decks
struggle to find room for traps. And more and more
new cards these days get tagged with the
once-per-turn line that assures you can’t plus off
bounced spells. I’m sure that there are probably
still loops that allow people to go off if Trunade
exists, but I’m doubtful of its ability to do so
effectively in the current format. The game is just
so fast. Watching
Junishishi decks
go off in a single turn using just monsters is an
exercise in torture if you’re the opponent. And what
good is trying to bounce cards if ABC can just chain
and banish the intended target or Cyber Infinity can
negate it entirely?
I understand that certain cards would benefit
greatly from Trunade’s return. Tenki, Kozmotown,
Call of the Haunted, etc. I get it. But aren’t we
past the point of caring about a little plus that’s
essentially generated from a minus? Hasn’t this game
become a beast of plusses now? Where a single turn
can generate multiple benefits given the right
situation? What do I care if my opponent runs
Trunade in order to get Kozmotown off twice in a
turn or wants to reuse Call or Fiendish Chains? I’ve
got Union Hangar and Transmodify in my hand. You’re
about to see a full hand and field. GG, son.
Giant Trunade could easily come back, but probably
won’t.
Advanced: 3.5/5
Future Potential: 1/5
|
Baneful |
More Classic Week for you. Right now it's
Giant Trunade. I pulled this in a pack when I
was 11. It seemed like a really good card
because it was able to move a lot of cards to a
different location all at once. We were kids.
We were too broke to afford Mystical Space Typhoon,
much less a playset. On top of that, lots of
non-meta Continuous Spell/Traps like DNA
Surgery/Insect Barrier combo locked us down, so
Trunade was an easy out.
History:
This card was released in the third booster set,
Magic Ruler. Originally, it was seen as a
weaker version of Heavy Storm. Whereas Storm
destroyed the opponent's cards, Trunade only
returned them to the hand. This meant that the
opponent was free to set their cards back down and
it would be a -1 for you since you spent a card
whilst your opponent didn't lose cards nor yourself
gained any cards. It was seen as a card to
clear the opponent's field for a big assault, but
since control decks were largely superior to aggro
decks, until at least the late 2000's, this was a
useful niche card at best.
Why It Was Banned:
Since it was only seen in OTK decks like Cyber-Stein
and such, it was seen as a card that promoted
degenerate play. The main issue was that its
ability to recycle your own cards became more
essential as time went on. There was a time
when Monster Reborn was banned yet Premature Burial
was legal. Trunade was a great way to recycle
that, but with that as the only combo, that didn't
warrant a ban. When archetypes got powerful
Equips, Continuous Spell and such (especially ones
that summoned/revived, but only destroyed the
corresponding monster if the card itself is
destroyed - and not returned), it got hit.
Power creep has benefited this card because it only
gains more combos as the card pool increases.
Currently:
I see it as a good card in Traditional for the fact
you can re-use Premature Burial (bring back Disk
Commander, or anything, in itself). It's a
faster format so setting up this combo can be
somewhat easier. But if the nerf of Dark
Magician of Chaos is allowed, then this card does
have less usefulness in that combo. An OTK
friendly format can enjoy this too, but many builds
only run Imperial Order as their lone Trap. In
Advanced, it's definitely not coming back,
especially with Pendulums. Being able to add
the Pendulums back to your hand to re-activate their
effects can result in easy plussing, lots of combos,
as well as letting you play different Pendulums in
the same turn. It's too good.
Advanced: 5/5 (hypothetically)
Traditional: 4/5
|
Kingof
Lullaby |
Hello Pojo Fans,
Classic week here and Giant Trunade is next.
After Harpies Feather and Heavy, there was the
trunade. Send all spell/trap back to the players
hand at no cost: awesome. Avoid effects off
destruction and clear the field of spell/traps so
you don't have any worries about backrows. You can
clear out your stuff as well and reset your backrows
to prepare for your opponents, as well as switch up
s/t cards if your opponent had a way of knowing
previously what you'd set.
Advanced- 4/5 if not banned
Art- 3/5
Until Next Time,
|
Warlockblitz
YouTube |
Giant Trunade is a Normal Spell that returns all
Spells and Traps on the field to the Hand. For Free!
A lot of cards on the ban list have that same
feature. Just draw the card and stop worrying about
almost anything. Monsters acting as trap cards will
return to the hand. Pendulum Scales will return to
the hand. Cards can be chained to Giant Trunade, but
most of the time, they won't be. Giant Trunade is
among the first non targeting removal and would
still be awesome to have back, but it's never
coming back. If it does, every deck will run one.
And then Denko will come back. And maybe Jinzo and
Royal Decree. But until then, enjoy the nostalgia.
Score: Banned/5
Art: 5/5 Unnecessarily and awesomely creepy
-WarlockBlitz
|
Riko
YouTube |
The second classic card we’re reviewing this week
is Giant Trunade, first used by Joey Wheeler in the
anime against Mako Tsunami.
Giant Trunade is simple, yet effective; it returns
all Spell and Trap Cards on the field to the hand.
At first glance this just seems like a weaker
version of Heavy Storm, since it doesn’t actually
destroy the cards. And in that sense it is. But in a
lot of other ways its much stronger.
The fact that Giant Trunade doesn’t destroy means it
can’t be used to gain a massive push in card
advantage, making it worse than Heavy Storm on that
front. But the fact that it doesn’t destroy also
makes it much better at the other thing Heavy Storm
could do: help make a game-winning push. Because the
cards are not destroyed, it is a lot harder to
intercept Giant Trunade, since cards like Starlight
Road, The Huge Revolution is over, etc., have no
effect on it. If Giant Trunade was activated, unless
you had the likes of Dark Bribe or Solemn Judgment
(the former of which wasn’t even that popular, you
weren’t stopping it.
The other thing Giant Trunade does, since it bounces
cards instead of destroying them, is allow you to
remove your own floodgates from the field in order
to stop locking yourself down, make a play, and then
reset the floodgates to flip during the opponent’s
turn. In the last format where Giant Trunade was
legal, Royal Oppression was a major card in the
format. It wasn’t uncommon at all for a Deck
(usually Six Samurai) to create a huge board, flip
up Royal Oppression on the opponent’s turn, bounce
everything back with Giant Trunade on their turn,
and, if the opponent survived, reset Royal
Oppression.
One other thing Giant Trunade doesn’t do that Heavy
Storm does is curb backrow. It’s been quite a while
since we’ve had this because Heavy Storm has also
been banned since late 2013, but back in the day,
the mere existence of Heavy Storm created a mindgame
in which it was dangerous to set too much backrow at
once for fear of it all getting blown out by Heavy
Storm. The magic number of set cards was 2 because
that also kept you safe from MST. It’s debatable
whether or not this would be effective today since
Twin Twisters means 2 isn’t a safe number either,
and the faster pace of the game means a blowout of
S/T cards is deadly a lot more often than it used to
be. But the point is that this was a huge game
changer back then, and the format I mentioned above
(which happened to have Heavy Storm banned) was one
of the two that saw a huge shift in heavy backrow
being played because Giant Trunade didn’t actually
threaten their removal.
So would this card break the game wide open if it
came back? No, I don’t really think so. The game is
so fast paced right now that backrow is a little
tough to come by anyways. At the same time, however,
the backrow that does exist is extremely powerful
(i.e. Solemn Strike and floodgates), so some may see
it as a welcome addition. This doesn’t change the
fact that Giant Trunade is a very unhealthy card
that only serves to promote OTKs and other
game-winning pushes. So while it wouldn’t ruin the
game upon its return, it certainly wouldn’t do any
good.
Rating: 4/5
|
|